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Everything posted by Prodigal Son
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I'd like someone from the team (Mythos seems to be the one mostly in charge of creating civ roosters) to give an idea on the scale of minifactions possible building and unit list, so we can propose better specifics. Will they have AI? Or be defended by default units as you suggested here. Or even be undefended (if so they could be just one building with a few trainable units, if they don't have AI this could be the best option, so we can include many of them, they won't take much space in the map or cause lag. However I'd prefer them to have AI and a small building variety)Should they have say, 1 Hero, 1 Champion, 1 special Tech each? - Would be great but will need extra work for the team.I'd like to see at least Armenians, Achaean League (could replace Thessaly even though they don't have an interesting unique unit like Thessalian Cavalry, but were more powerful) and a Steppe Tribe in the list, to me they were more important for the time period than others included.Celtiberians is ok, if anything to balance the mini civs with so many Greek/Successor ones.
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Your favorite movies
Prodigal Son replied to NoMolester's topic in Introductions & Off-Topic Discussion
Yeah Total Recall is great as well. I like movies from most genres, but some favorites besides sci-fi are b-movies (especially horror ones), historical, fantasy and satire. This one's great as well. Mix of sociopolitical satire and fiction again. -
Your favorite movies
Prodigal Son replied to NoMolester's topic in Introductions & Off-Topic Discussion
Two of my favorites, Starship Troopers 1 & 3. Militaristic humans vs allien bugs for some of the best socio-political satire I've seen. The original book though is promoting militarism so they became confusing for many people. -
I agree that having both Dalmatians and Illyrians is an overkill. And maybe Dacians should be left for part 2, no big interaction between them and the playable factions in the BC times. Other possible ones could be: Some Scythian/Sarmatian Tribe. Even if left for part 2 as full mechanics, a version with no extra ones could be in part 1 as they were important and with big interaction with greek colonies, macedonians and persians.Pergamon (Greek). Kinda important city-state for the period who managed to control most of Asia Minor at a time and a vital Roman ally.Pontus (Seleucid/Persian). Strong kingdom that even managed to invade roman-owned Greece with huge forces.Armenia (Persian). Broke free from the Seleucids and even conquered grounds up to Antioch (the Seleucid capital) for a brief period and also fought wars against the Romans and Parthians.Achaean and Aetolian Leagues. (Greek) The biggest powers in post-Alexandrian Greece besides Macedon. Fought many wars with changing alliances and rivalries between the two of them and Macedon, Sparta, Rome, Epirus, invading Celts, Seleucids and others.Galatia (Gauls). Migrant Celtic state in central Asia Minor. Often fought as mercenaries or raided/fought against other states around them. One of the last local powers to be subjugated by the Romans.Judea (Seleucid?). In the last two centuries BC they were often independent and fighting against the Seleucids to maintain that independence.Crete/Rhodes/Cyrene/Thessaly/Tarentum/Massilia/Bythinia etc. (Greek) Important states, though it might be an overkill with so many Greeks already.If it is to be implemented, I would eagerly help make (in cooperation with someone or even by myself) the roosters for them. I'd only need to know how many buildings and troop types for each mini-faction and which ones of them should be done. Edit, Thought of a template. At question marks, I'm not sure if mini-factions should get that unit/structure or be simpler than that. INFANTRY (some might not apply to every civ - each one will have the design document details, deleted here to save space) SpearmanSwordsmanSkirmisherArcherSlingerCAVALRY SpearmanSwordsmanArcherSkirmisherSUPPORT UNITS Female CitizenPriest (?)Trader (?)NAVY (?) Fishing BoatMerchant ShipLight WarshipMedium WarshipSIEGE UNITS (?) RamStone ThrowerBolt ThrowerCHAMPION UNITS (Only one, trained at barracks at city phase, if they phase up?) ChampionHEROES (None?) CIV CENTRE UNITS (deppends on mini-civ) FORBIDDEN CLASSES (deppends on mini-civ) STRUCTURE DESCRIPTIONS VILLAGE House (?)Farmstead (?)Field (?)Corral (?)Storehouse (?)Outpost (?)Palisade (?)Dock (?)BarracksTOWN Civic CentreTemple (?)Blacksmith (?)Market (?)Defense Tower (?)Wall/Wall Tower/Gate (?)CITY (none) SPECIAL STRUCTURES (none) WONDER (none) CIV BONUSES (none?) TEAM BONUS (none?) TECHNOLOGIES (deppends on mini-civ) SPECIAL TECHNOLOGIES (none?)
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Forum often needs 2 clicks to open threads
Prodigal Son replied to Prodigal Son's topic in Help & Feedback
Nope it's not a loading issue and my internet is pretty fast. And happens only on this site, only with threads. Not that annoying for me and the issue could be on my side, just saying in case it was a general issue. -
Divide and Conquer (Roman Civ Suggestion)
Prodigal Son replied to Prodigal Son's topic in General Discussion
This could be done as well. Or even limiting the bonus to one of the opponents' units. Might require extra coding though, so I'd suggest balancing it along the lines of my previous post. Some interesting examples of this practice (by the Romans) and it's effectiveness in history: Battle of Zama. Numidian King Masinissa, former ally of the Carthaginians, fought for the Romans, giving them the cavalry superiority for the first time against Hannibal.2nd Macedonian War. The Aetolian forces gave a fierce fight against the Macedonians during the Battle of Cynoscephalae. Numidian elephants routed the Macedonian left before it could take positions, leading to the Roman victory.Roman-Syrian War. The Pergamene and Rhodian fleets played the most decisive role in defeating the Seleucid ones for the Romans (and themselves as well, although it eventually led to Roman expansion eastwards and their absorption in the Roman realm, similarly to the fate of most Roman allies). At the decisive battle of Magnesia, the Pergamene right flank of the Roman army was the one that decided the outcome. While the roman left was routed by Antiochus' cavalry charge and combat in the middle was indecisive, the Pergamenes panicked the Seleucid scythed chariots who in turn fell upon the rest of the opposing Seleucid forces causing disorder. They then charged and eventually surrounded the Seleucid pikemen and elephants in the middle, as Antiochus failed to return and support them, trying to capture the roman camp. The Macedonians, recently defeated by the Romans in the 2nd Macedonian War, also fought for the Romans during this war, either cause they were forced to do so or to prevent Seleucid intervention in Greece.3rd Macedonian War. Greek forces and most notably Thessalian Cavalry fought for the Romans in the battle of Callinicus. At Pydna there are again Greek forces and Numidian elephants fighting for the Romans.War Against Nabis. Romans and Achaeans fought together against the last ruler of an independent Sparta.Battle of Corinth. Pergamenes (and Cretan mercenaries) fought for the Romans against the Achaeans.The Gallic Wars. Caesar took advantage of the unstable situation with wars between the various tribes and also employed Gallic auxiliaries in his forces.Battle of the Nile. Caesar took part in Ptolemaic civil wars, eventually leading to roman occupation of the Ptolemaic Kingdom. -
Forum often needs 2 clicks to open threads
Prodigal Son replied to Prodigal Son's topic in Help & Feedback
Windows 7 and Firefox it is. -
As said in the tile. Is it an issue of mine, that happens only in this forum or a general one?
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Divide and Conquer (Roman Civ Suggestion)
Prodigal Son replied to Prodigal Son's topic in General Discussion
- That's mercenaries, not divide and conquer. It could work in the other way I described if not embassies, or a completely new way. - You might be right, it seems fairly simple to me but I have no coding knowledge. - They wouldn't be extremely overpowered. They would get the civs most common types of only citizen soldiers, not champions. Let's say 3 (could be 2 or 4, but I'm settling for 1 each, infantry, cavalry, missile). So we have (proposed units could change ofc, deppenting on how powerful we want to make the bonus) Against Greek/Successor factions: 1) Hoplites - no big bonus, they have Triarii 2) Peltasts - same, they have Velites 3) Prodromoi - same, they have JavCav Against Persians 1) Sparabara - no big bonus, they have Triarii 2) Archers - new unit for them 3) Median Cav? - they have JavCav Against Britons/Gauls 1) Spearmen - no big bonus, they have Triarii 2) Slingers - new unit for them 3) Jav Cav? - they have JavCav And goes on... it's easily doable in a way that they get from zero to very few new unit types. Making it a variable offer of slightly stronger or weaker (but cheaper) troops of existing types with a possible addition of a few new ones if we want to. -
Divide and Conquer (Roman Civ Suggestion)
Prodigal Son replied to Prodigal Son's topic in General Discussion
I propose it as a general feature, meaning it's for every mode. Everything's up to the team though anyway:) This wouldn't be for all civs, only for the Romans. And it's not based on the map (and minifactions set to it), but on the opponent you face. Let's say you play the Romans, and I play the Athenians. You will be able to train some Hoplites, Peltasts and Prodromoi, representing the army of other Greek Cities who hated Athens and sided with the Romans, or ones who did so by superior Roman diplomacy. Now, if I play the Persians for the next match, and you are still the Romans, you will be able to train Persian extra units instead of Greek. If at a third match another person joins in my team, and he takes the Athenians while I still have the Persians, you will be able to train both Greek and Persian units. It wouldn't need much work, just already existing units and maybe some minor coding. -
Divide and Conquer (Roman Civ Suggestion)
Prodigal Son replied to Prodigal Son's topic in General Discussion
I've read about mini factions etc, that's something different though. -
I came up with an idea for the Romans, making them able to train units depending on the civs of their rivals in game. Say they face a Greek faction, they would get access to a (probably limited) number of different Greek units. They face Greeks and Persians, they get both Greek and Persian units. It could work either as a tech unlocking those units at some existing building, or as an "embassy" building. If it works with embassy, then possibly the Carthaginian embassies could be renamed/changed to something like "Mercenary Camps". It could replace their ability to convert with money if it's too much of a bonus making them overpowered, and to me it makes more sense than it, training/hiring allies instead of bribing in combat. And it's far more interesting. Historically, using a faction's neighbors, usually of the same cultural group, against them, was a common practice, fueled by local rivalries or promises, the neighbors would often ally with an external power. The Romans were the ones who made by far the most of it though, and I can't imagine them conquering a unified Greece or Gaul without it, so I'm proposing it as a Roman Civ bonus.
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I think this is the best solution, somewhat like the soldier/structure double names. It will make the game more accessible to people without "deep" historical knowledge.
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I've composed two soundtrack songs for it, and while it's my first effort outside of punk and rock music they didn't turn out that bad. If anyone is interested or willing to give feedback they are attached to the post. Once authorized by Moddb moderators, a little blog post with some extra info on them will appear here. Music.zip
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catch enemies and tranform into slaves
Prodigal Son replied to newcivs's topic in General Discussion
Well thought Rodmar:) If I may add one thing, maybe champions don't grant slaves, simulating elite troops fighting to death which was quite often. Then again the opposite was quite often too, with nobles fleeing or surrendering at times even without a fight. So not sure, maybe what serves gameplay the best. -
Yes, it depends on what you call Scythians and I think sources have a variety on this. My Scythians are somewhat generic steppe people (excluding Mongols and Huns), since Warcraft style and model limitations won't allow for accurate details anyway. The cataphract was probably introduced to the Eastern and Hellenistic armies as an influence from the various steppe people well before AD though. Even in 480 BC at the battle of Plataea the Persians had at least some fully armored mounted officer(s), so it's highly possible that steppe tribes had heavily armored cavalry even earlier.
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Any thoughts from the team on if this is feasible?
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It's not just "click to enter chosen formation", it's extra options = extra time consuming thoughts/actions, add to that morale with retreating, reorganizing, etc. Nice ones, but it might be an overkill in a game that also features real-time economy. I could be wrong though, and hope so because I like them. However as I said it would be a dream game for me as well if it had two modes (let's rephrase them better): A Risk - Medieval Total War campaign map mode. This would feature fixed region movement (think a modernized version of this). Economy, research and troop movements will be done on the turn based campaign map and the battles on real time. The battles could use extra features like your suggestions (morale, advanced formations etc), directional damage bonuses, even stamina going down with time and reducing effectiveness, total war style. Those battles could also also work in a separate mode that would allow for recreation of historical battles. Units could be recruited directly on bigger squads.The current RTS mode, where some of the advanced combat features can be disabled (by default or by choice, depending on how micro intense we want it to be).And we'll have the best strategy game ever. Best features from both RTS and TBS, extreme modability and the most interesting (imo) era. Now a question to the team. Shouldn't this campaign map style be easier to be implemented than the "campaign proof of context" or something map? And according to my experience from total war and other TBS games fixed region movement works wonders for the AI, I miss it in newer games. So my suggestion is, if/when a campaign is implemented, make it this way. It will also save the time that would be spent on a story driven narrative and provide more replayability and faction availability in a sandbox, which could also have various eras/settings or quite easily be modded to be so.
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Probably healing makes more sense than "luck". The concept of changing luck isn't something rational, while one could learn the era's medicine and mending techniques and priests should have been more educated (on average) than commoners back then. Courage could work though, maybe some attack speed aura with a tech or not. Actually just thought of a pair tech: - "Battlefield Priests/Augurs/Haruspices/Omen Readers", gives an attack speed increasing (or damage if attack speed change isn't implemented) aura to priests. - "Ritual Sacrifice/Fanatisism/Afterlife" or whatever it turns out to be called, gives a smaller but permanent bonus to all organic units.
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Great ideas Rodmar, some might bring too much micro depending on their implementation though. But I'd love to see them if they can work. This coupled with a campaign mode with a risk/medieval (the first) total war map and building/economy in the campaign/turn based phase could make the ultimate strategy game. As it would also have the RTS mode. This part could also bring the interesting option of choosing to level your basic unit when you believe a local battle will be easy won. Also, the player could be allowed to select a conservative/risky grouping mechanic ; I mean, either spare the veteran (like in the Roman legion) or put them in first line to shorten the fight.
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They keep getting better and better:) The only thing I don't love about them is the metal texture on the armored one. Might have nothing to do with it's quality, just overall seems a tiny bit off with most of the game graphics (just as the Persian Ram - just had a flash about it). Maybe the way it flows unnaturally as the elephant moves adds to it as well. A chain/scale mail would look more natural, no clue on if it was used on Mauryan elephants though. On another, not important at all, note, maybe the armored ones could be slightly bigger? It would make sense to me if they chose the bigger/stronger animals to carry the extra weight.
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My tech-tree for a Scythian Civ for inspiration (I use it for a Warcraft 3 ancient RTS map, so a few things won't fit for 0 A.D. and some other can't be as detailed as I'd wish) The Scythians field powerful cavalry and archers. They have the weakest and faster to build structures, which also can pack on horseback and redeploy. UNITS INFANTRYScythian Axeman (swordsman alternative)Scythian Skirmisher (can hide during the night)Scythian ArcherScythian Bosphoran Hoplite (bonus versus cavalry, unlockable)CAVALRYScythian Light Cavalry (cavalry skirmisher)Scythian Lancer (heavy cavalry)Scythian Cataphract (heavy cavalry, has command aura - champion unit)Scythian Horse ArcherSUPPORT UNITSScythian VillagerScythian Pack HorseSIEGEScythian Bosphoran Ballista (unlockable)STRUCTURESCiv CenterTrains: Scythian Villager, Scythian Pack HorseTechs: Town Phase (2 tiers, phase up), Loom (Villager, hit points), Steppe Hardiness (Organic units, regeneration, Scythians only), Urbanization (Structures, hit point and armor, disables the pack ability and allows the recruitment of hoplites and ballistas, Scythians only)Other: New ones can only be upgraded from colonies, which are only buildable on capturable settlements. Garrison Workers. Adds 100 population. Cannot move unlike other Scythian structures.Watch TowerTechs: Guard Tower (Watch Tower, enables attack/hit points), Carrier Pigeons (tower, line of sight), Town Watch (2 tiers, structure, line of sight)Other: Detects hidden units.Storehouse Techs: Improved Mining (3 tiers), Improved Lumber Harvesting (3 tiers), Improved Construction (3 tiers), Handcart (2 tiers, Villager speed)Other: Lumber dropsitBarracksTrains: Scythian Axeman, Scythian Skirmisher, Scythian Bosphoran HopliteTechs: Defensive/Guerrilla/Offensive Core Infantry (choice tech)Archery RangeTrains: Scythian Archer, Scythian Bosphoran BallistaTechs: Marksmanship (Archer damage), Fire Arrows (Archer/Structure/Ship extra damage vs Structures/Ships/Siege), Composite Bow (Archer, range)ForgeTechs: Weapon Forging (3 tiers, melee damage), Missile Forging (3 tiers, ranged damage), Armorcrafting (3 tiers, heavyarmor), Leatherworking (3 tiers, light armor), Footwear (infantry speed)MarketTechs: Coinage (periodic income per ally) Other: Exchange ResourcesStablesTrains: Scythian Horse Archer, Scythian Lancer, Scythian Light Cavalry, Scythian CatafractTechs: Envenomed Arrows (Horse Archer, damage over time, Scythians only), Full Scalemail (Cataphract, armor but reduced speed, Scythians only), Heavy/Swift Horses (choice tech, hit points or speed)CIV SPECIALSNo capturing or importing of horses needed to build Stables.Arrow firing units and structures have +200 range (under consideration, might keep this as a default bonus or give them the Composite Bow tech)Pack Horses build most of the structures and those structures can pack back on horseback to be redeployed as any structure among those.Packable Buildings have short build times (the pack horse trains slower than villagers though balance it) but also have about 50% less hit points. Packable Buildings are free (besides the pack horse cost)No farms. 100 food supply provided with each Civ Center.Urbanization strengthens Scythian buildings and allows the training of some extra units, but disables the ability to pack back structures.OVERVIEWInfantry: Weak. Average late game.Missile units: Strong. Most techs.Cavalry: Excellent. All troop types (besides Elephants), Many techs and easy access.Siege: Weak. Average late game.Economy: Above Average. Easy population management and fast-built redeployable structures.Structures: Weak. Almost average late gameNavy: No special techs for hired ships. Extra range due to Composite Bows.Format shamelessly stolen from the design document of the free indie RTS 0 A.D. Both for it's usefulness and as a chance to promote it.
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Talking about champion units, not heroes here:)
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Could do as a simplified version, but I like my proposal more as both balancable and reflecting historical roosters and changes in them.